using RoR2; using UnityEngine; namespace EntityStates; public abstract class GenericCharacterSpawnState : BaseState { [SerializeField] public float duration = 2f; [SerializeField] public string spawnSoundString; private static int Spawn1StateHash = Animator.StringToHash("Spawn1"); private static int Spawn1ParamHash = Animator.StringToHash("Spawn1.playbackRate"); public override void OnEnter() { base.OnEnter(); Util.PlaySound(spawnSoundString, base.gameObject); PlayAnimation("Body", Spawn1StateHash, Spawn1ParamHash, duration); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Death; } }